Hey NB, been testing this for my K-Files review, however run into a snag, getting into the tomb which requires the 3 keys... Where do I get the 2nd key from? I have keys 1-3... Please don't say that one entrance tomb as having defeated the Sith Lords, I couldn't get into the vault and no-one dropped anything either...

Hey NB, been testing this for my K-Files review, however run into a snag, getting into the tomb which requires the 3 keys... Where do I get the 2nd key from? I have keys 1-3... Please don't say that one entrance tomb as having defeated the Sith Lords, I couldn't get into the vault and no-one dropped anything either...

Here the spoilers for the 2 tombs at the Sith Ruins area

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The Tomb of Ezer Arden

Stand alone area. Need to defeat the Zombie and get his key. That key opens the middle tomb door. You will find another key there which opens the door on the right. Now depending which path you choose, will the Tomb Vault be open. If you choose the darker path the door will open.

The Tomb of Thulsa Gaul

For starters you need 3 keys which are told to you by the jawa. The keys are located in a jar at top of ramp, in rock pile near the jawa, and in obelisk opposite the ramp on other side of area. Once have 3 keys need to chck journal entries...which will lead you back to Belloq. Go to Belloq and he will help you, only then can you get in. Little bit of running around.

Additional Spoiler - Security Center

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Ignore the holocomputer, that was part of some content that was cut from the mod. The security computer is an invisible placeable located on the center computers of the room across from the door entrance

Just FYI....I believe there is a compatability issue with Qui-Don Jorn's HOTOR Saber Mod....it looks like they share a common dialog file name for Darth Sion....The quickest fix appears to be temporarily remove the existing "sion.dlg" file (from Hotor) from your Override in order to play my mod.....If not the Sion's dialog will not fire during the battle with Darth Poxus and you'll just be stuck.....

Just FYI....I believe there is a compatability issue with Qui-Don Jorn's HOTOR Saber Mod....it looks like they share a common dialog file name for Darth Sion....The quickest fix appears to be temporarily remove the existing "sion.dlg" file (from Hotor) from your Override in order to play my mod.....If not the Sion's dialog will not fire during the battle with Darth Poxus and you'll just be stuck.....

See if I can't put together a little patch to fix it. Thank you.

YEP. I saw that too!
All mine is doing is firing a saber replace script. sion_sbrrepl.ncs.

Uh, how do I get access to this new content? Didn't found anything in Uthar's room, so far as I can remember playing-it 3 hours ago. I'm done with both the academy and the tomb where you get to see Revan. I can't seem to do anything else on Korriban :S

After I redid the part you mentioned, I was able to pursue my quest. However, 2 things to mention: though there's an objective added, nothing's written as a title nor description. Furthermore, when I arrive close to the tomb, there seems to be a path I'm not able to take. After goofing around-it, I found a way to make appear a sign that indicate I could change area. Only, I cannot. Even when I walk in the direction, not working!!!! I could provide you with screenshot, If you wished...

I've just added Jolee to the party and avoided numerous geometry crashes to make it to Darth Fang. When I try to talk to him, the game crashes... Is this normal?

Well, sir, i dont think its normal for your game to crash, unless its the next big plot twist
When I first downloaded this mod i had the same exact problem with Darth Loqi, he didnt have a a body but he was still in the target reticle, yet when its supposed to start a convo with him when you get near him, the game crashed. What i did was reinstall and delete some of my many mods that might have been causing problems for it, such as sidequest mods.

I found the ship, yet I have no idea how to find- or who Jett is... And yes, I have all three keys and Belloq doesn't give me any dialog options; just says: "Be careful out there."
Anyway, I currently have TSLRCM 1.7, Hotor 1.5, Bao-Dur's Charged Armor, Your Korriban expansion (obviously), a few re-texture mods, warp/cheat armband and Ultimate Class Robes.

Edit: I think I may have figured it out why belloq didn't talk...it may have something to do with the conditional. I used a == for the journal quest in the script when I probably should have used =>...see the spoiler for quick solution

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Ok...not sure what happened with Belloq, have never had or heard of a problem before...basically, you take the keys to belloq and he translates them and combines them into one master key to allow entrance to the tomb...I guess you could use the cheat code...giveitem key_thulsa, just make sure you are in the valley module where belloq is to get it

You need to do more at the shuttle module...did you deactivate the force fields, fight the guards...go thru the door towards the sactuary.

did you also notice the patch in this thread regarding HOTOR? If not you will need it.

Hey guys, just wanted to drop a line and say that I just played through Korriban Expansion again with no problems...except one I dont think has to do with HotOR...

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NM, is it an intentional thing where in Thulsa Gaul's tomb, the room to the right where the stone sith statues(that you fight) are is unescapeable?? Or am I just a retard and didn't do something right?
I pulled on the chain and couldn't get out..so I went back a save and kept Jolee and Iacen outside the room so when I got trapped I could just warp through the door..

Anyway,..HotOR 1.6 is totally compatible with NM's Korriban Expansion and you no longer need the compatibilty patch.
One other thing though..

NM, is it an intentional thing where in Thulsa Gaul's tomb, the room to the right where the stone sith statues (that you fight) are is unescapeable?? Or am I just a retard and didn't do something right?
I pulled on the chain and couldn't get out ... so I went back a save and kept Jolee and Iacen outside the room so when I got trapped I could just warp through the door.

Anyway, HotOR 1.6 is totally compatible with NM's Korriban Expansion and you no longer need the compatibilty patch.
One other thing though ...

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NM, when Kreia is readded to the party she isn't gimped Kreia anymore

QDJ

what? which room to the right of sith statues??

I didn't have major issues with the pull chain, a message

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"This pull chain will allow you to return ..." should show up. Nevertheless, if you choose to stay inside the next pull of this chain will leave you outside the tomb without asking you again to stay inside, meaning that if you didn't "talk" with you know who you won't, ever.

and yeah, amazing! about Kreia, she's full handed after rejoining the party, I couldn't have noticed 'cause I've tweaked her appearance quite a bit ... so thanks for that bit of info.

"This pull chain will allow you to return ..." should show up. Nevertheless, if you choose to stay inside the next pull of this chain will leave you outside the tomb without asking you again to stay inside, meaning that if you didn't "talk" with you know who you won't, ever.

and yeah, amazing! about Kreia, she's full handed after rejoining the party, I couldn't have noticed 'cause I've tweaked her appearance quite a bit ... so thanks for that bit of info.

that's it, for now ...

Quote:

what? which room to the right of sith statues??

the room WITH the Sith statues that come alive and attack you...is what I meant.

Ok well, I didnt get that message...
When I playthrough again with new character I'll check it out.
thanks
QDJ

Ths sith statue room....The door is locked, but should be able to be opened with a mine or grenade if I recall correctly...you should be able to set a mine...run away and the mine should explode and the door open...if not, there must be a conflict or glitch somewhere.

I did not know that regarding Kreia...thanks for the info...I'll check into it.

Ths sith statue room....The door is locked, but should be able to be opened with a mine or grenade if I recall correctly...you should be able to set a mine...run away and the mine should explode and the door open...if not, there must be a conflict or glitch somewhere.

That must be a mod conflict...what mods do you have installed and in what order did you install them? Did you install any mods that alter or put a new appearance.2da into override rather than use the tsl patcher after mine?

Ugh...no idea...for some reason this particular part of the mod is where many have said they have a problem. I recall having some problems with this particular area when it comes to the npc's there and equipping them with helmets and stuff. Caused all kinds of troubles for me. Seems to conflict with some mods...I think it may have to do with the on_enter script and a particular npc. PM me your email and I'll send you a simpler onenter script which hope will work

EDIT: Looking at it though....it looks like it may be a texture problem or conflict of some kind....that stretching is coming from the red cirlces on the walls. In your pictuer the red circles in the hallway are wrong...they should be entirley that red webby texture from Malachor......your have brick part to it which should not be there...interesting